Change graves of teams in missions for greater variety
In A Space Adventure, only one grave was used for all teams, which was clearly bad.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
{$IFDEF WIN32}
{$R res/hwengine.rc}
{$ENDIF}
{$IFDEF HWLIBRARY}
unit hwengine;
interface
{$ELSE}
program hwengine;
{$ENDIF}
uses {$IFDEF IPHONEOS}cmem, {$ENDIF} SDLh, uMisc, uConsole, uGame, uConsts, uLand, uAmmos, uVisualGears, uGears, uStore, uWorld, uInputHandler
, uSound, uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uAILandMarks, uLandTexture, uCollisions
, SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
, uPhysFSLayer, uCursor, uRandom, ArgParsers, uVisualGearsHandlers, uTextures, uRender
{$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
{$IFDEF ANDROID}, GLUnit{$ENDIF}
;
{$IFDEF HWLIBRARY}
function RunEngine(argc: LongInt; argv: PPChar): LongInt; cdecl; export;
procedure preInitEverything();
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
implementation
{$ELSE}
procedure preInitEverything(); forward;
procedure initEverything(complete:boolean); forward;
procedure freeEverything(complete:boolean); forward;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
function DoTimer(Lag: LongInt): boolean;
var s: shortstring;
t: LongWord;
begin
DoTimer:= false;
inc(RealTicks, Lag);
case GameState of
gsLandGen:
begin
GenMap;
SetLandTexture;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
setAILandMarks;
ParseCommand('sendlanddigest', true);
GameState:= gsStart;
end;
gsStart:
begin
SetDefaultBinds;
if HasBorder then
DisableSomeWeapons;
// wave "clouds" on underwater theme look weird w/ weSea, esp the blended bottom portion
if (WorldEdge <> weSea) or (Theme <> 'Underwater') then
AddClouds;
AddFlakes;
SetRandomSeed(cSeed, false);
StoreLoad(false);
if not allOK then exit;
AssignHHCoords;
AddMiscGears;
InitWorld;
ResetKbd;
if GameType = gmtSave then
SetSound(false);
FinishProgress;
PlayMusic;
InitZoom(zoom);
ScriptCall('onGameStart');
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
MaxTeamHealth:= TeamHealth;
RecountAllTeamsHealth;
GameState:= gsGame;
end;
gsConfirm, gsGame, gsChat:
begin
// disable screenshot flash effect when about to make another screenshot
if flagMakeCapture and (ScreenFade = sfFromWhite) then
ScreenFade:= sfNone;
if not cOnlyStats then
// never place between ProcessKbd and DoGameTick - bugs due to /put cmd and isCursorVisible
DrawWorld(Lag);
DoGameTick(Lag);
if not cOnlyStats then ProcessVisualGears(Lag);
end;
gsExit:
begin
DoTimer:= true;
end;
gsSuspend:
exit(false);
end;
if not cOnlyStats then SwapBuffers;
{$IFDEF USE_VIDEO_RECORDING}
if flagPrerecording then
SaveCameraPosition;
{$ENDIF}
if flagMakeCapture then
begin
flagMakeCapture:= false;
if flagDumpLand then
s:= '/Screenshots/mapdump_'
else s:= '/Screenshots/hw_';
{$IFDEF PAS2C}
s:= s + inttostr(GameTicks);
{$ELSE}
s:= s + FormatDateTime('YYYY-MM-DD_HH-mm-ss', Now()) + inttostr(GameTicks);
{$ENDIF}
// flash
playSound(sndShutter);
ScreenFade:= sfFromWhite;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 5;
if (not flagDumpLand and MakeScreenshot(s, 1, 0)) or
(flagDumpLand and MakeScreenshot(s, 1, 1) and ((cReducedQuality and rqBlurryLand <> 0) or MakeScreenshot(s, 1, 2))) then
WriteLnToConsole('Screenshot saved: ' + s)
else
begin
WriteLnToConsole('Screenshot failed.');
AddChatString(#5 + 'screen capture failed (lack of memory or write permissions)');
end
end;
end;
///////////////////////////////////////////////////////////////////////////////
procedure MainLoop;
var event: TSDL_Event;
PrevTime, CurrTime: LongWord;
isTerminated: boolean;
previousGameState: TGameState;
wheelEvent: boolean;
begin
isTerminated:= false;
PrevTime:= SDL_GetTicks;
while (not isTerminated) and allOK do
begin
wheelEvent:= false;
SDL_PumpEvents();
while SDL_PeepEvents(@event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0 do
begin
case event.type_ of
SDL_KEYDOWN:
if GameState = gsChat then
begin
// sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
KeyPressChat(event.key.keysym);
end
else
if GameState >= gsGame then ProcessKey(event.key);
SDL_KEYUP:
if (GameState <> gsChat) and (GameState >= gsGame) then
ProcessKey(event.key);
SDL_TEXTINPUT: if GameState = gsChat then uChat.TextInput(event.text);
SDL_WINDOWEVENT:
begin
case event.window.event of
SDL_WINDOWEVENT_FOCUS_GAINED:
begin
cHasFocus:= true;
onFocusStateChanged();
end;
SDL_WINDOWEVENT_FOCUS_LOST:
begin
cHasFocus:= false;
onFocusStateChanged();
end;
SDL_WINDOWEVENT_MINIMIZED:
begin
previousGameState:= GameState;
GameState:= gsSuspend;
end;
SDL_WINDOWEVENT_RESTORED:
begin
if GameState = gsSuspend then
GameState:= previousGameState;
{$IFDEF ANDROID}
//This call is used to reinitialize the glcontext and reload the textures
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
{$ENDIF}
end;
SDL_WINDOWEVENT_RESIZED:
begin
cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth);
cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight);
cScreenResizeDelay:= RealTicks + 500{$IFDEF IPHONEOS}div 2{$ENDIF};
end;
end; // case closed
end;
{$IFDEF USE_TOUCH_INTERFACE}
SDL_FINGERMOTION:
onTouchMotion(event.tfinger.x, event.tfinger.y, event.tfinger.dx, event.tfinger.dy, event.tfinger.fingerId);
SDL_FINGERDOWN:
onTouchDown(event.tfinger.x, event.tfinger.y, event.tfinger.fingerId);
SDL_FINGERUP:
onTouchUp(event.tfinger.x, event.tfinger.y, event.tfinger.fingerId);
{$ELSE}
SDL_MOUSEBUTTONDOWN:
if GameState = gsConfirm then
ParseCommand('quit', true)
else
if (GameState >= gsGame) then ProcessMouse(event.button, true);
SDL_MOUSEBUTTONUP:
if (GameState >= gsGame) then ProcessMouse(event.button, false);
SDL_MOUSEWHEEL:
begin
wheelEvent:= true;
ProcessMouseWheel(event.wheel.x, event.wheel.y);
end;
{$ENDIF}
SDL_JOYAXISMOTION:
ControllerAxisEvent(event.jaxis.which, event.jaxis.axis, event.jaxis.value);
SDL_JOYHATMOTION:
ControllerHatEvent(event.jhat.which, event.jhat.hat, event.jhat.value);
SDL_JOYBUTTONDOWN:
ControllerButtonEvent(event.jbutton.which, event.jbutton.button, true);
SDL_JOYBUTTONUP:
ControllerButtonEvent(event.jbutton.which, event.jbutton.button, false);
SDL_QUITEV:
isTerminated:= true
end; //end case event.type_ of
end; //end while SDL_PollEvent(@event) <> 0 do
if (not wheelEvent) then
ResetMouseWheel();
if (CursorMovementX <> 0) or (CursorMovementY <> 0) then
handlePositionUpdate(CursorMovementX * cameraKeyboardSpeed, CursorMovementY * cameraKeyboardSpeed);
if (cScreenResizeDelay <> 0) and (cScreenResizeDelay < RealTicks) and
((cNewScreenWidth <> cScreenWidth) or (cNewScreenHeight <> cScreenHeight)) then
begin
cScreenResizeDelay:= 0;
cWindowedWidth:= cNewScreenWidth;
cWindowedHeight:= cNewScreenHeight;
cScreenWidth:= cWindowedWidth;
cScreenHeight:= cWindowedHeight;
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight));
ScriptOnScreenResize();
InitCameraBorders();
InitTouchInterface();
InitZoom(zoomValue);
SendIPC('W' + IntToStr(cScreenWidth) + 'x' + IntToStr(cScreenHeight));
end;
CurrTime:= SDL_GetTicks();
if PrevTime + longword(cTimerInterval) <= CurrTime then
begin
isTerminated:= isTerminated or DoTimer(CurrTime - PrevTime);
PrevTime:= CurrTime;
end
else SDL_Delay(1);
IPCCheckSock();
end;
end;
{$IFDEF USE_VIDEO_RECORDING}
procedure RecorderMainLoop;
var oldGameTicks, oldRealTicks, newGameTicks, newRealTicks: LongInt;
begin
if not BeginVideoRecording() then
exit;
DoTimer(0); // gsLandGen -> gsStart
DoTimer(0); // gsStart -> gsGame
if not LoadNextCameraPosition(newRealTicks, newGameTicks) then
exit;
fastScrolling:= true;
DoGameTick(newGameTicks);
fastScrolling:= false;
oldRealTicks:= 0;
oldGameTicks:= newGameTicks;
while LoadNextCameraPosition(newRealTicks, newGameTicks) do
begin
IPCCheckSock();
DoGameTick(newGameTicks - oldGameTicks);
if GameState = gsExit then
break;
ProcessVisualGears(newRealTicks - oldRealTicks);
DrawWorld(newRealTicks - oldRealTicks);
EncodeFrame();
oldRealTicks:= newRealTicks;
oldGameTicks:= newGameTicks;
end;
StopVideoRecording();
end;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
procedure GameRoutine;
//var p: TPathType;
var s: shortstring;
i: LongInt;
begin
WriteLnToConsole('Hedgewars engine ' + cVersionString + '-r' + cRevisionString +
' (' + cHashString + ') with protocol #' + inttostr(cNetProtoVersion));
AddFileLog('Prefix: "' + shortstring(PathPrefix) +'"');
AddFileLog('UserPrefix: "' + shortstring(UserPathPrefix) +'"');
for i:= 0 to ParamCount do
AddFileLog(inttostr(i) + ': ' + ParamStr(i));
WriteToConsole('Init SDL... ');
if not cOnlyStats then SDLCheck(SDL_Init(SDL_INIT_VIDEO or SDL_INIT_NOPARACHUTE) >= 0, 'SDL_Init', true);
WriteLnToConsole(msgOK);
if not cOnlyStats then
begin
WriteToConsole('Init SDL_ttf... ');
SDLCheck(TTF_Init() <> -1, 'TTF_Init', true);
WriteLnToConsole(msgOK);
end;
if not allOK then exit;
//SDL_StartTextInput();
SDL_ShowCursor(0);
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
InitOffscreenOpenGL()
else
{$ENDIF}
begin
// show main window
if cFullScreen then
ParseCommand('fullscr 1', true)
else
ParseCommand('fullscr 0', true);
end;
ControllerInit(); // has to happen before InitKbdKeyTable to map keys
InitKbdKeyTable();
if not allOK then exit;
LoadLocale(cPathz[ptLocale] + '/en.txt'); // Do an initial load with english
if cLocaleFName <> 'en.txt' then
begin
// Try two letter locale first before trying specific locale overrides
if (Length(cLocale) > 3) and (Copy(cLocale, 1, 2) <> 'en') then
begin
LoadLocale(cPathz[ptLocale] + '/' + Copy(cLocale, 1, 2) + '.txt')
end;
LoadLocale(cPathz[ptLocale] + '/' + cLocaleFName)
end
else cLocale := 'en';
if not allOK then exit;
WriteLnToConsole(msgGettingConfig);
LoadFonts();
AddProgress();
if cTestLua then
begin
ParseCommand('script ' + cScriptName, true);
end
else
begin
if recordFileName = '' then
begin
InitIPC;
SendIPCAndWaitReply(_S'C'); // ask for game config
end
else
LoadRecordFromFile(recordFileName);
end;
if not allOK then exit;
ScriptOnGameInit;
s:= 'eproto ' + inttostr(cNetProtoVersion);
SendIPCRaw(@s[0], Length(s) + 1); // send proto version
InitTeams();
AssignStores();
if GameType = gmtRecord then
SetSound(false);
InitSound();
isDeveloperMode:= false;
if checkFails(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true) then exit;
//ParseCommand('rotmask', true);
if not allOK then exit;
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
begin
RecorderMainLoop();
exit;
end;
{$ENDIF}
MainLoop;
end;
procedure Game;
begin
initEverything(true);
GameRoutine;
// clean up all the memory allocated
freeEverything(true);
end;
///////////////////////////////////////////////////////////////////////////////
// preInitEverything - init variables that are going to be ovewritten by arguments
// initEverything - init variables only. Should be coupled by below
// freeEverything - free above. Pay attention to the init/free order!
procedure preInitEverything;
begin
allOK:= true;
Randomize();
uVariables.preInitModule;
uSound.preInitModule;
end;
procedure initEverything (complete:boolean);
begin
PathPrefix:= PathPrefix + #0;
UserPathPrefix:= UserPathPrefix + #0;
uPhysFSLayer.initModule(@PathPrefix[1], @UserPathPrefix[1]);
PathPrefix:= copy(PathPrefix, 1, length(PathPrefix) - 1);
UserPathPrefix:= copy(UserPathPrefix, 1, length(UserPathPrefix) - 1);
uUtils.initModule(complete); // opens the debug file, must be the first
uVariables.initModule; // inits all global variables
uCommands.initModule; // helps below
uCommandHandlers.initModule; // registers all messages from frontend
uLand.initModule; // computes land
uLandPainted.initModule; // computes drawn land
uIO.initModule; // sets up sockets
uScript.initModule;
if complete then
begin
uTextures.initModule;
{$IFDEF ANDROID}GLUnit.initModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.initModule;{$ENDIF}
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.initModule;{$ENDIF}
uAI.initModule;
uAIMisc.initModule;
uAILandMarks.initModule; //stub
uAmmos.initModule;
uCaptions.initModule;
uChat.initModule;
uCollisions.initModule;
uGears.initModule;
uInputHandler.initModule;
uMisc.initModule;
uLandTexture.initModule; //stub
uSound.initModule;
uStats.initModule;
uStore.initModule;
uRender.initModule;
uTeams.initModule;
uVisualGears.initModule;
uVisualGearsHandlers.initModule;
uWorld.initModule;
end;
end;
procedure freeEverything (complete:boolean);
begin
if complete then
begin
WriteLnToConsole('Freeing resources...');
uAI.freeModule; // AI things need to be freed first
uAIMisc.freeModule; //stub
uAILandMarks.freeModule;
uCaptions.freeModule;
uWorld.freeModule;
uVisualGears.freeModule;
uTeams.freeModule;
uInputHandler.freeModule;
uStats.freeModule; //stub
uSound.freeModule;
uMisc.freeModule;
uLandTexture.freeModule;
uGears.freeModule;
uCollisions.freeModule; //stub
uChat.freeModule;
uAmmos.freeModule;
uRender.freeModule;
uStore.freeModule; // closes SDL
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.freeModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.freeModule;{$ENDIF} //stub
{$IFDEF ANDROID}GLUnit.freeModule;{$ENDIF}
uTextures.freeModule;
end;
uIO.freeModule;
uLand.freeModule;
uLandPainted.freeModule;
uCommandHandlers.freeModule;
uCommands.freeModule;
uVariables.freeModule;
uUtils.freeModule; // closes debug file
uPhysFSLayer.freeModule;
uScript.freeModule;
end;
///////////////////////////////////////////////////////////////////////////////
procedure GenLandPreview;
{$IFDEF MOBILE}
var Preview: TPreview;
{$ELSE}
var Preview: TPreviewAlpha;
{$ENDIF}
begin
initEverything(false);
InitIPC;
if allOK then
begin
IPCWaitPongEvent;
if checkFails(InitStepsFlags = cifRandomize, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true) then exit;
ScriptOnPreviewInit;
{$IFDEF MOBILE}
GenPreview(Preview);
{$ELSE}
GenPreviewAlpha(Preview);
{$ENDIF}
WriteLnToConsole('Sending preview...');
SendIPCRaw(@Preview, sizeof(Preview));
SendIPCRaw(@MaxHedgehogs, sizeof(byte));
WriteLnToConsole('Preview sent, disconnect');
end;
freeEverything(false);
end;
{$IFDEF HWLIBRARY}
function RunEngine(argc: LongInt; argv: PPChar): LongInt; cdecl; export;
begin
operatingsystem_parameter_argc:= argc;
operatingsystem_parameter_argv:= argv;
{$ELSE}
begin
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// m a i n ///////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
{$IFDEF PAS2C}
// workaround for pascal's ParamStr and ParamCount
init(argc, argv);
{$ENDIF}
preInitEverything();
GetParams();
if GameType = gmtLandPreview then
GenLandPreview()
else if GameType <> gmtSyntax then
Game();
// return 1 when engine is not called correctly
if GameType = gmtSyntax then
{$IFDEF PAS2C}
exit(HaltUsageError);
{$ELSE}
halt(HaltUsageError);
{$ENDIF}
if cTestLua then
begin
WriteLnToConsole(errmsgLuaTestTerm);
{$IFDEF PAS2C}
exit(HaltTestUnexpected);
{$ELSE}
halt(HaltTestUnexpected);
{$ENDIF}
end;
{$IFDEF PAS2C}
exit(HaltNoError);
{$ELSE}
{$IFDEF IPHONEOS}
exit(HaltNoError);
{$ELSE}
halt(HaltNoError);
{$ENDIF}
{$ENDIF}
{$IFDEF HWLIBRARY}
end;
{$ENDIF}
end.